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Software market segmentation was at one point borne entirely from technical considerations between different hardware platforms. Form factors, architecures, per
by scheeseman486 3y ago
Software market segmentation was at one point borne entirely from technical considerations between different hardware platforms. Form factors, architecures, performance etc. To some extent it still is, but the differentiation has mostly dissolved down to screen size and the tradeoffs that need to be made to accommodate those differently sized screens.
The technical reasons for justifying segmented software markets have faded away. In spite of personal preference, your wife could play that exact same solitaire game on a PC or laptop if they wanted to, just like you could play PS5 games on your iPhone. Just like you should be able to play Xbox games on a PS5, or vice versa, with the only barrier existing to prevent this being the walls the platform holders themselves built. This absolutely results in market segmentation, but of the anti-competitive kind.
This will come to a head whenever AR glasses catch on proper, since that dissolves segmentation based on screen size. What's "mobile", when everything is mobile?
- lowbloodsugar 3y ago>if they wanted to That's the market segmentation right there. My wife could play solitaire on her PC but she doesn't want to. She has her phone on her all the time. She is a very casual gamer. I, on the other hand, want to play games in surround sound with a large 4K TV. I have a switch but have never played it disconnected from the TV. >What's "mobile", when everything is mobile? The games. As as has been said on this thread, "mobile" games are actually either skinner boxes or casual games like solitaire. Console games are big investments in experiences - be the investment money, like GTA or Halo, or time and passion, like Celeste. I hope that we will see some interesting games for VR/AR. So far there have been exactly zero high-investment games. Superhot, for example, was interesting, but played well without VR, and was short. Here's the thing: I don't remember the last time I played a first person game other than Superhot. They aren't that fun. I don't have great proprioception in the real world, so how is that going to work in VR where I don't have legs? How will I time jumping off a building? How will I know when to strike? These are all reasons why most 3D games are third person. Games are fun.
- scheeseman486 3y agoSure that's segmentation, but only because the platform holders architected it that way. Solitaire is a mobile game? It didn't start out like that! Not just that it was for a long time a PC game, but also as a card game that required a big ass desk to play. Same with gambling games. You've been groomed into expecting that different hardware form factors require different software ecosystems, but that is a box that the industry has drawn for itself (with a few notable exceptions trying to break out of it). As for the AR/VR talk, I was speaking more generally, not about AR/VR specific experiences. Given the panacea of AR glasses with perfect passthrough in a pair of Oakleys, virtual screens can be any shape or size. At which point the hardware distinction between "big screen" experiences like movies and GTA and smaller, casual games like solitaire are effectively at an even footing on the same device. At that point does it make sense to have separate stores for different hardware? Not that I think it does today. If I purchase Solitaire, I should be able to play it anywhere on anything. If I purchase GTA, I should be able to play it anywhere on anything.